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Many bugs when imported to Unity #10
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This is old, but if anyone have this problem could try insert this at the end of Build method inside AnimationBuilder (Spriter2UnitDX/Editor): EditorCurveBinding[] curveBindings = AnimationUtility.GetCurveBindings(clip); AnimationCurve animCurve; foreach (EditorCurveBinding curveBinding in curveBindings) { if (curveBinding.propertyName != "DisplayedSprite" && curveBinding.propertyName != "m_IsActive") { animCurve = AnimationUtility.GetEditorCurve(clip, curveBinding); for (int i = 0; i < animCurve.length; i++) { AnimationUtility.SetKeyLeftTangentMode(animCurve, i, AnimationUtility.TangentMode.Linear); AnimationUtility.SetKeyRightTangentMode(animCurve, i, AnimationUtility.TangentMode.Linear); } AnimationUtility.SetEditorCurve(clip, curveBinding, animCurve); } } That solution was done by @FedericoCara. I just added the "if". You could try to remove it if not work. |
I know this is old but I wanted to thank you anyways. I was not able to use any animationen I made in spriter without practically redoing them in unity after the import crashed so many weird sprite movement. This solution is CRUCIAL and should be added immeadiatly into the repository! |
Feel free to make a fork and make the change. I haven't supported this thing in ages.
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Hi guys,
I am trying to import an animation to Unity, and in the 80% of the cases, it's fail.
Why this happen?
Here is an animation on the Spriter Pro, and the same in the Unity, after the import:

In Unity:

Is not only this animation that the problem occurred.
Can you help me?
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